The Ancient Mediterranean MOD

Damn! I was just 22 turns from winning a high score victory as the Gauls. (took out the germans, iberians and almost done with the romans) Gonna be hard to go back and finish knowing that a neww version is out. Looking forward to the huge map!
 
First, Love the mod.

Now onto the latest version. Why change the legionary to heavy unit? This gives them city defense promotions while the regular swordsman unit it replaces gets city attack. I'm sure there is a reason for it, but was just curious to see what it was.

Other than that, I can't wait to play the latest version.

EDIT: Here's some minor bugs I noticed. This was in v1.9 as well. Carthage's City Hadrumentum comes up as TXT_KEY_CITY_NAME_HADRUMETUM. I think it's due to the civilizationsinfos file havingn TXT_KEY_CITY_NAME_HADRUMETUM instead of TXT_KEY_CITY_NAME_HADRUMENTUM which is in the Carthage txt file.

All in all my favorite mod. It has got me playing Civ4 again after quite a break. Keep up the great work, and can't wait for the Huge map.
 
Ok, first impressions of 1.92 as the Greeks (again) on the "normal" map.

The early game plays out very much like it did in previous versions, the AI is more aggressive and I saw a first today, the AI (Decebal) declared war on me first. Not by much though, he declared war on me the same turn I was going to declare war on the Illyrians (which I still did anyway). However, by 1AD there were still no AI vs. AI wars and most of the world was pleased with each other, they just didn't like me as usual. I was still able to knock Teutra out of the game, this time at about 1250BC and I pillaged enough gold to keep me running at 100% research despite the -30 gold per turn my army was costing me. The war with Decebal was really little more than an inconvienence. The change in engineers allowed by the smithy didn't have any effect on the insane number of great engineers I ended up with, so I was able to rush the Sphynx, Great Lighthouse and Riches of Kroisos.

Attacking cities is significantly more difficult now and the AI defends them (in most cases) with more than a pair of archers and a javelin, although those are still the most common defenders early in the game. They did try to attack me with a good mix of skirmishers & spearmen and Decebal managed to take one of my newly captured cities for a turn since I gambled and took it with the last unit in the stack.

Archers feel a bit better, they're still pretty "craptacular" as city defenders, easily defeated by just about anything but the increased challenge in assulting cities makes their collateral damage more useful when attacking.

The Axemen still feel useless when playing as the Greeks. When produced with no promotions they are weaker city attackers than armored spearmen (with the free Combat 1 promotion). The 25% bonus they get is negated by the fact that armored spearmen are essentially 30% stronger (again with free Combat 1). The City Raider promotion(s) gives them a nicer bonus but since that only helps them in the specific instance of attacking a city the extra 15% over additional Combat promotions for armored spearmen is limited. So, in the case of the greeks there is still little reason to build anything other than Hoplites & Armored Spearmen for attack stacks. I would imagine it would feel similar with any other civ getting a free combat 1 promotion for heavy units.

In general I suffered more losses than I would in 1.9, particularly when taking cities when they were garrisoned with defenders better than archers. The increased unit maintenance costs make it considerably tougher to stay on top of the power chart.

The changes to religion seem to have made religion fairly insignificant. I don't know how the effects on diplomacy works now since none of them spread to any degree. It was nice to see a lot of players with no state religion rather than everybody using the same one or two (depending on who built their shrine first).

I don't know if the commerce changes or the unit upkeep changes had a bigger effect on the game. I never used merchant vessels before because they didn't feel worth it and since their return has dropped even more I didn't try them this time around.
 
Hi Shqype, i found the same problems that Dedelph did. Just the same. How could i arrange that?
Thanks Dedelph for posting the screenshots.
 
Der_Meister said:
Hi Shqype, i found the same problems that Dedelph did. Just the same. How could i arrange that?
Thanks Dedelph for posting the screenshots.

Well, Dedelph obviously experiences problems that TAM has not been completely translated to French. I think that with German, Spanish etc. it will be very much the same. (Though I never tried this)

Try for the English version which is very playable. As you speak English you should not experience any problems with that ;)
 
Let me first say that my purchase of the Civ IV title was predicated in large part on the fact that I would get to play this Mod, which was absolutely terrific on Civ III. I enjoy it immensely.

That said, I have a few questions/observations.

First of all, Rams appear to be useless. Is this an error on my part (i.e. must they attack only on plains, or something)?

Secondly, some of the improvements lack descriptions - the Well, for example.
 
Rams are only good to reduce city defenses. Yes, they're not the most effective unit for doing that, but they also come awfully early. Check this page for an explanation of which units are good for what.

What do you mean by descriptions? Strategy text (the mouse-over popup) or pedia text?

PS: Good to hear you bought CIV4 to play TAM. :D
 
Rams are only good to reduce city defenses.

Apologies. I misspoke. I meant to say that I was not presented with a "bombardment" option after moving my Ram adjacent to a barbarian city. And when I attempted to attack directly, that was also prevented. My attempts were made from hills, forest, and across a river. I was wondering: can Rams only attack on plains?

What do you mean by descriptions? Strategy text (the mouse-over popup) or pedia text?

I didn't check the 'pedia. I must be referring to strategy text.

Also - is this a work still in progress, or complete? If the former, I've got a bunch of ideas you might find relevant.
 
Axis Kast said:
Apologies. I misspoke. I meant to say that I was not presented with a "bombardment" option after moving my Ram adjacent to a barbarian city. And when I attempted to attack directly, that was also prevented. My attempts were made from hills, forest, and across a river. I was wondering: can Rams only attack on plains?



I didn't check the 'pedia. I must be referring to strategy text.

Also - is this a work still in progress, or complete? If the former, I've got a bunch of ideas you might find relevant.
It is still a work in progress. Post away!:)
 
Yes, it's a work in progress. Thamis and I have been working on v1.93 to give new player traits, unit balance fixes, and even heroes! We're fixing up the bugs and adding new content based on your suggestions, so feel free to give us advice :)
 
A bit of feedback:

I played on the small map as Mycenae (Prince level) this time. First please look at the area between Sicily and Sardegna. There grows a wood at the ocean.

The AI seemed to be generally annoyed in my game. Some cautious but most were annoyed (Caesar was annoyed as well). The first war that occurred was against me. After I had built many wonders and had super cultured cities I was attacked by the Hittites. I let them come and blocked them with my Hoplites in the hills south of Byzanz. Thus they always approached with a armored spear and an amored javelineer to the cows were I destroyed them. Though they were too strong for mee to conquer. Their next city was well filled so that I just made peace after some time for their money.

Now that it is 1 AD I have to say that this war has been the only one. Though many have close border tensions no one is willing to go to war by himself :sad:
 
Pvblivs said:
Now that it is 1 AD I have to say that this war has been the only one. Though many have close border tensions no one is willing to go to war by himself :sad:
Yes, the AI attacking AI is not very common, even though there seem to be enough reason for a war. Somewhere between rare and non-existant in my games.
 
Though with the new changes of 1.93 this mod grows greater and greater. It's simply a lot of fun to play it and the new unit class concept seems very balanced (with poor archers though being strong at collateral damage but as city defenders they're very very poor).
 
Shqype said:
Yes, it's a work in progress. Thamis and I have been working on v1.93 to give new player traits, unit balance fixes, and even heroes! We're fixing up the bugs and adding new content based on your suggestions, so feel free to give us advice :)

I appreciate the progress of this mod, and the work you do, but wouldnt it be wise to wait with prioritizing the heroes consept until after Warlords? Or is this heroes consept intended to be completely different from the Great Generals?

:king:
 
Back
Top Bottom